Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "dme_controls/AttributeSequencePickerPanel.h"
#include "filesystem.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/FileOpenDialog.h"
#include "dme_controls/AttributeTextEntry.h"
#include "matsys_controls/MDLPicker.h"
#include "matsys_controls/sequencepicker.h"
#include "tier1/KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAttributeSequencePickerPanel::CAttributeSequencePickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) :
BaseClass( parent, info )
{
}
CAttributeSequencePickerPanel::~CAttributeSequencePickerPanel()
{
}
//-----------------------------------------------------------------------------
// Called when it's time to show the MDL picker
//-----------------------------------------------------------------------------
void CAttributeSequencePickerPanel::ShowPickerDialog()
{
CMDLPickerFrame *pMDLPickerDialog = new CMDLPickerFrame( this, "Select .MDL File" );
pMDLPickerDialog->AddActionSignalTarget( this );
pMDLPickerDialog->DoModal( );
}
//-----------------------------------------------------------------------------
// Called when it's time to show the MDL picker
//-----------------------------------------------------------------------------
void CAttributeSequencePickerPanel::OnMDLSelected( KeyValues *pKeyValues )
{
const char *pMDLName = pKeyValues->GetString( "asset", NULL );
char pRelativePath[MAX_PATH];
Q_snprintf( pRelativePath, sizeof(pRelativePath), "models\\%s", pMDLName );
ShowSequencePickerDialog( pRelativePath );
}
//-----------------------------------------------------------------------------
// Called when it's time to show the sequence picker
//-----------------------------------------------------------------------------
void CAttributeSequencePickerPanel::ShowSequencePickerDialog( const char *pMDLName )
{
if ( !pMDLName || !pMDLName[ 0 ] )
return;
// Open file
CSequencePicker::PickType_t pickType = CSequencePicker::PICK_ALL;
const char *pTextType = GetTextType();
if ( pTextType )
{
if ( !Q_stricmp( pTextType, "activityName" ) )
{
pickType = CSequencePicker::PICK_ACTIVITIES;
}
else if ( !Q_stricmp( pTextType, "sequenceName" ) )
{
pickType = CSequencePicker::PICK_SEQUENCES;
}
}
CSequencePickerFrame *pSequencePickerDialog = new CSequencePickerFrame( this, pickType );
pSequencePickerDialog->AddActionSignalTarget( this );
pSequencePickerDialog->DoModal( pMDLName );
}
//-----------------------------------------------------------------------------
// Called when it's time to show the MDL picker
//-----------------------------------------------------------------------------
void CAttributeSequencePickerPanel::OnSequenceSelected( KeyValues *pKeyValues )
{
// We're either going to get an activity or sequence name
const char *pActivityName = pKeyValues->GetString( "activity", NULL );
const char *pSequenceName = pKeyValues->GetString( "sequence", pActivityName );
if ( !pSequenceName || !pSequenceName[ 0 ] )
return;
// Apply to text panel
m_pData->SetText( pSequenceName );
SetDirty(true);
if ( IsAutoApply() )
{
Apply();
}
}